#math-and-meta

1 messages Β· Page 24 of 1

noble current
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ok

oblique notch
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the use for a smart splitter in a balancer is to protect against the odd case of lag/hitch/ect that may cause a bit extra to come down the belt and upset the balance.

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its a redundancy piece, not an essential part

neon wraith
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my piece if more complex, and doesn't work like that

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is there a way to place down something Auto colored? I was able to some how do it for Concrete walls, but id like to lay down blue pipes

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so I don't have to go back and paint

tropic hawk
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however this is a global effect, so be aware of that

noble current
neon wraith
noble current
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ye, it does only apply for the pipes you place afterwards

neon wraith
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damn

noble current
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and when you change it, it also apply only for those pipes after wards

oblique notch
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and they are properly linked to that swatch then, so if you change your swatch, it changes all the pipes that were placed with that one

neon wraith
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yea

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I set it up so my 2nd Custome swatch is for water pipes

oblique notch
neon wraith
oblique notch
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lol

neon wraith
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I can try that

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I'm working on to many things at once

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trying to get my 2nd row of nukes up today

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Then need to get my battery production up to like 1000 p/m

oblique notch
# neon wraith OH nm you meant for my road lol

yeah heh. Like this one is the base that goes around my Miners - it has a second blueprint that fits right in the center that the miner will get placed on, but that means I cant use the world grid - I have to have it lined up to how the miner will go. So the column and the beam help align to what i want.

I usually place a miner, then ctrl place a column on either side and one in the front (so they go on the snap grid lines) raise those three pillars up to a 2 or 3 height, remove the miner, then place this down and line up the pillar in the middle with the two side pillars and the one from the front with the beam

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then i remove the beam and the piller, slot the second blueprint into the middle, carefully, and then place the miner inside that

neon wraith
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interesting

oblique notch
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or this one - see the 8m foundation on the bottom? Its exactly center of the blueprint. I have another blueprint that is just 1x foundation that I put where i want, one 8m foundation down, oriented in the direction i want. Then using blueprint snapping, snap this right ontop of that. Perfect alignment, every time

pulsar viper
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Is there a way to import what alternate recipes I have into satisfactory-calculator?

south walrus
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I'm trying to decide between the pure iron ingot alt and the Infused Uranium Cell. Is the IUS recipe good for nuclear power or should I pass on it?

median heath
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Infused.

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All of the alts for the Uranium production line are "better" to use.

south walrus
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Would it be more worth it than pure iron though?

oblique notch
pulsar viper
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It seems like SFTools hasn't been updated for update 6 nor experimental 7

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Is it still worth using?

uncut sigil
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No recipes have changed, so yes, it is.

oblique notch
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other than nuclear

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but thats just the amount of water - and it does have U6, look in the upper right

south walrus
# median heath Infused.

I think I will go with the infused recipe because my factory building style typically does not need massive amounts of material, and I would like to keep my nuclear setup (once I build it) as efficient as possible.

median heath
pulsar viper
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Do most people around here use SFTool or calculator?

median heath
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Tools >

cinder silo
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Tools πŸ‘

short yoke
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hey guys i just got to phase 4, what are some good but sane production numbers for the four final items so i can base my production on?

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i was thinking 40/min ASD, 40/min MFG, 10/min TPR, 10/min NP

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but when i put that into satisfactory calculator, it was not that sane haha

uncut sigil
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I think I did 2 machines each, then got impatient and build more nuclear pasta until everything was done.

frosty owl
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Defining the issue in "how many machines manking end-tier product" you wish to make can be a good start ^^

uncut sigil
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And if you leave extra space in your builds you can always expand once you're done with the minimum.

short yoke
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hmm ok thats fair, i always try to break down into the per min numbers, but machine numbers works too

uncut sigil
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If you set stuff up as soon as you unlock it, it's not too bad. ASDs have low productions, but by the time I was through all the milestones they were a good part done.

frosty owl
short yoke
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where can i find the total number of nodes in the map per resource? i want to know if my crazy plan is possible SnuttSus

neon wraith
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you can see how many nodes here on the map

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right side, click resource nodes tells you how many of each

short yoke
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thanks!

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bout to start my crazy era

uncut sigil
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Also, Satisfactory Tools lets you set productions from map limits

neon wraith
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I've been working on Nuclear for ages

frosty owl
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Literally same jace_happy

neon wraith
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i like how Iron isn't on that list

uncut sigil
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Was going to do nuclear, got sidetracked by control rods and got sidetracked into setting up an entire ADS factory. Still working on the caterium for all that πŸ˜›

frosty owl
neon wraith
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OHH, was odd seeing two diffrent ores lol

short yoke
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i have made a spaghetti for unlocking the stuff and now the new organized mega factory will begin

crystal venture
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I unlocked oil days ago but I don't even have plastic going where it needs to be yet because I'm busy setting up trains to transport all the oil products to their various locations

neon wraith
crystal venture
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you can turn plastic into rubber?

neon wraith
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There is an ALT recipe that lets you recycle it

crystal venture
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oh nice

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atm I'm just using extra stuff to power my base

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since I don't have nuclear

neon wraith
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i now have 18 Silo's up

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I need to get my Drones, so i can get more Uranium now

neon wraith
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Aww ya, you B E A UITFUL basturd @oblique notch

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Connects like a Charm now

oblique notch
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πŸ˜€ definitely one of the secrets I've learned, and as the snapping gets easier this just gets more powrful

vapid gorge
short yoke
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yeah i settled with 15, 15, 5, 5

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seems like the saner option but still a challenge

ornate nimbus
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hello

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me and my friend need help setting up a motor factory

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we currently have a pure iron node with an mk2 miner (max level we have) to produce 480 p/m, which we've already load balanced + finished setting up for smelting

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actually nvm, we figured it out

wind spade
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uhh, load balancing 🀒

cinder silo
sand epoch
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I prefer a manifold load balance combo. πŸ˜‰

wind spade
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I prefer direct input

sand epoch
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Na, boring. Lol

short yoke
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Manifold + leaving the game open overnight so the production can catch up is the best way rolljace

wind spade
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uhh, I'd never leave game running overnight lol

cinder silo
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I'd rather not leave my game running overnight but alas, someone has to run experiments on game mechanics.

wind spade
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I mean that's something different

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I'm talking about "run game overnight because low resources"

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at that point you can just cheat them in I guess

cinder silo
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True.

oblique notch
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The only limiting factor in SF is time. it always has been. If you have enough time you can unlock all the way to t8 with just one machine producing every recipe you need. It would take a long while, but you could do it. Hell if you really had a lot of time, you could eventually unlock t8 with more than 1 of each machine type and a lot of storage units.

wind spade
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it's also part of the challenge. If you have low production, the solution isn't to wait for enough resources but to expand the production. If you want to just afk for 8 hours for the purpose of getting resources, adding 8 hours worth of production to your storage via save editor results in the same effect

oblique notch
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This is true... but to each their own. I don't leave my game running either, I just take my time building something while resources build up.

But to each their own, yah?

wind spade
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that's why I started this with "I wouldn't" πŸ€·β€β™‚οΈ

crystal venture
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The fluid freight platforms give transfer rate in items per minute same as non fluids. Is this in m^3?

magic island
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yeah

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1 mΒ³ of fluid = 1 item in every sense that the game is concerned with, guess there's just an oversight with those platforms

wind spade
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not really, game counts fluids in liters, not m3s

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just shows m3 to people

noble current
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if I have like, 2 constructors creating iron rods, 5 creating screws and 4 creating iron plates, as well as having the exact input of ingots - can I just run them in a manifold setup, or is it better to actually split the belts into whatever each group of products requires?

cinder silo
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Seems weird liquids being measured in cubic metres, it's like saying number of bathtubs full, I get it with gases but not so much with liquids.

steel elk
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liters would be better

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oh man setting up the reactors is going to be fun

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48 uranium and 12 plutonium from two 600/min uranium things

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then i drone the waste to the edge of the map

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and pray it never fills up

sand epoch
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Dont use the plutonium, sink it :/

steel elk
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oh

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i see

fierce cypress
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making plut waste is for psychopaths

crystal venture
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I unlocked recycled rubber and was running through some calculations for using it when I've got 600m^3 of oil producing plastic, and I from what I'm seeing it seems that if I want to use all of the fuel from the oil residue to make recycled rubber, its going to use all of the plastic originally produced. Does this mean that to have no waste and no fuel left over I can only have rubber or plastic, but not both?

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wait nvm

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I messed up my calculations

strong loom
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You want to use the "Heavy Oil Residue" recipe, convert the polymer to rubber, HOR to fuel and cycle from rubber to plastic and back to rubber using that fuel

fierce cypress
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the max oil:plastic/rubber you can achieve is 1:3

noble current
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if I feed in the exact amount of ingots, would this still work?

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or do I need to set them up differently?

wind spade
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manifolds always work normally πŸ€·β€β™‚οΈ

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if you feed X, the machines will get X

noble current
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I just feared the machines would get them irregularly

wind spade
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over time it stabilises

noble current
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I see..

oblique notch
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so your first machines in the line, they first ones on either side get 1/3rd of all the ingots first each, and only 1/3rd moves on to the remaining 4 machines... and again, only 1/3rd of that will move on to the last 2 machines.

UNTIL the hoppers on those first machines are full, because they are obviously receiving more than they need per minute. Once the hoppers a full, all but what the machine needs will go down the center belt, and start to fill up the hoppers of those... ect

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you can "prime" it by just filling the machines with iron ingots at the start if you want.

noble current
oblique notch
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sure. Id recomend staying away from load balancing in general though. Manifolds work just fine and are 100 times easier. Turn it on, walk away to do something else, come back in 30 mins or an hour (depending on how big oyur manifold is and what your producing) and make sure its filling up (if its not you have too few items coming in).

But you do you!

noble current
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why staying away from load balancing?

oblique notch
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It's finicky, it takes a lot more time, and a lot more math.

I mean stay away for now until you're super comfortable with the rest of the game and ratios.

Like for me, on my 7th world, I'm load balancing because it looks cool 😎 but it can be a bitch

unborn ermine
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in the end its "less clicks"

cinder silo
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Small load balances have a degree of architectural charm, huge ones, well I use one for nuclear fuel rod distribution only, I'm mostly a manifold user unless it's a rad-haz issue, I load balance that shit.

oblique notch
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It's an added complexity you don't need to do, but one some do for the added challenges

oblique notch
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When trying to load balance 3xmk5 belts into like 20 sections or something is... ugghhh

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It's one thing taking 360 input and load balancing it down to 15/min (as thats just several 2 split divides in a tree) its another trying to do a 1:17 or something

arctic willow
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main reason i do a bunch of load balancing - i enjoy it πŸ˜ƒ

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(and yeah, if i'm splitting 600 copper into 40 refineries then i ain't gonna wait for a month for everything to catch up)

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(you don't even need to fully balance it - i balance that down to 8 groups of 5 and manifold the rest)

tawdry sail
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That's an excellent point in a game

tropic hawk
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Copper ingots don't take that long to saturate, in my opinion only parts with a low throughput or something you do NOT want saturated at a location should be load balanced.

frosty pawn
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if you enjoy load balancing, go do it and have fun! if you do load balancing just because you think you have to; stop that! it's wasting valuable time. go spend the time doing something useful or fun instead. manifold will be making stuff in the mean time.

gusty nexus
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is it more energy-efficient to over/underclock multiple machines, or to do as much over/underclocking as possible on one machine?

frosty pawn
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underclock is more efficient

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however its usually best to just keep everything at 100% because its easier in many ways

gusty nexus
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no, i mean, if i need 5.4 machines' worth of production, do i make 6 machines all do 90% or just make one machine do 40%

frosty pawn
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eg if you need 6.5 machines, make 7 machines and set the last one to 50%

frosty pawn
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underclocking all of them to 90% will save more power

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tbh not worth the effort imo

gusty nexus
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ok, that's what i was looking for, though obviously adjusting production to better match the ratios involved is ultimately more effective

frosty pawn
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bear in mind underclock/overclock power ratios will change soon

median heath
frosty pawn
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it will likely be the same answer but less savings

median heath
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It is the same answer with less savings, can confirm.

frosty pawn
median heath
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Oh, I forget people try to build permanent stuff before the game actually starts..

frosty pawn
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everyone is different πŸ˜›

median heath
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That's what makes us all the same πŸ˜‰

oblique notch
# frosty pawn bear in mind underclock/overclock power ratios will change soon

it just gives them a higher cap. it does not change anything in terms of their consumption rate. Before they were consuming at 200% and producing 200% more power, and that was the cap. now they have a max cap of 250%, instead. If you go through and set all your existing powerplants to 200% instead of 250% you will (practically) the exact same consumption and production (i say practically because before 250% was something like 202%(?) consumption/production or something like that)

median heath
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Production machines and OC.
They adjusted the formula so that OC doesn't cost as much power and UC doesn't save as much.

frosty pawn
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we were talking about production buildings, not power buildings πŸ˜›

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power buildings are now linear in u7 i think

oblique notch
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ah, well my "point"(?) such as it was still stands in that there isnt anything anyone needs to change with those changes.

oblique notch
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they just didnt display that way.

frosty pawn
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ok but still, power building OC changes are done, production building changes are still on the way

gusty nexus
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oh yeah, the changes to generator OC are what i recall seeing

oblique notch
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sure sure... but only thing it may effect is if you UC'd all your buildings and were right at your power cap, you'd have to shut down a few things until yo u can build more powerplants. Its not going to inherently break any factories as long as you're careful what you shut down.

gusty nexus
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are they changing production OC to increase power consumption linearly as well?

oblique notch
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it was talked about as a possible idea and decided not to do so. They may change their minds of course, but for the time being, no

frosty pawn
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not the same way as power buildings, but less of a curve than they currently are. they said something like you will get less benefit from underclocking

oblique notch
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still an exponential curve, just a more gentle one.

gusty nexus
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ok that makes sense, smooth out both ends

frosty pawn
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AFAIK they havent settled on a new formula yet

gusty nexus
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how do you deal with fuel generator instability? i currently have ~73 fuel generators running and i see ~10% of them turning on and off due to insufficient resources

frosty pawn
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wait for them to fill with coal and water before you plug the cables in

oblique notch
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turn off the power generators that are flickering, and wait for the others to fill?

gusty nexus
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oil fuel, not coal

oblique notch
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same thing

gusty nexus
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i did that earlier today, let everything fill to 50 before turning off and waiting until everything was full, but they seem to empty out again

oblique notch
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ithe pipes gotta be full (not full flow rate just full by volume and their fill indicator) and the gens should be turned on one at a time until they are running full before turnning the next one

frosty pawn
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if they start full and then go empty you have a bottleneck somewhere

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maybe a bad pipe connection?

oblique notch
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mk1 or mk2 pipes?

gusty nexus
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i have access to mk2 but plug in multiple pipes at multiple junctions/ends to prevent chokepoint problems

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is there still rounding errors with pipe flow or something?

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also one of my setups is like 40m above the ground so does that cause problems even with mk2 pumps?

oblique notch
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:blink: i didnt curse. (bot got a message of mine that confused me)

oblique notch
oblique notch
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which 1 mk2 pump should be able to provide 40m of lift (if i recall correctly mk2 is 50m of lift)

frosty pawn
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if youre worried about a particular pump's headlift, go press E on it and check the headlift thingy

oblique notch
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you can also go to place a new pump and look for the headlift indicator

gusty nexus
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wait, do you put pumps at the top or bottom?

oblique notch
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always at the bottom

gusty nexus
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ok, the way you worded confused me a bit

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does the angle of the pipe affect the pump lift?

oblique notch
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and dont cluster them together. You should only put a mk2 pump ever 50m of height (there is a snap point indicator on pipes where you need the next one)

oblique notch
oblique notch
gusty nexus
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is there a bot or something to double-check my math, rather than bothering you guys

oblique notch
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!sftools

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lol no, not a command apparently. SF tools

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what kind of fuel are you providing to your generator?

gusty nexus
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just regular fuel, no modifications

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i've done very little with sulfur so far, just unlocked t7 and am working towards the hoverpack

oblique notch
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one fuel generator at 100% uses 12m3 of fuel per minute. If yourre on u7 the calculations are easy, just multiple 12* OC value of generators (2.5 for 250%) * number of generators for the amount of fuel you need.

If you are u6 still, its a bit more complex, you can look at https://satisfactory.fandom.com/wiki/Fuel_Generator this wiki page for what OC values mean in terms of fuel used

gusty nexus
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i'm on u7 experimental

oblique notch
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then yeah, its very easy. 12*2.5*generators, or 30fuel min per generator if oc'd at 250%

gusty nexus
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so with the new generator OC ratios, there's no difference between building multiple underclocked generators and overclocking one?

mystic moon
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Yep

oblique notch
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never was in the first place

gusty nexus
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well, other than using a shard

oblique notch
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fuel is always consumed linear - just the display was off.

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the previous generator were capped at 200% for 250% oc, they just used a weird calcualtion, but in U6 a 250% generator was the same as 2x 100% generators. They just basically removed that cap and cleared it up, so 1 250% generator now equals 2.5 generators... fuel generated per power produced does not change, in either update. 1m3 fuel ~= 12.5 mw

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(not including supporting structures to generate the fuel of course)

scenic smelt
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how am I meant to split rods to get 4/5 of one going towards modular frames

oblique notch
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well, first you have to ask do you really care to spend all the work on a 4/5 split or do you just want to manifold it?

scenic smelt
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good point if I knew what manifolding was

oblique notch
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cause i wont say "just manifold it" cause that doesnt really answer your question, but it is an alternative.

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basically, just put a split in the line. Even though too much is going one direction, the line will eventually saturate and allt he extra will go the other way.

scenic smelt
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thats what I thought about doing too

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or just putting it at 80% bc I dont care about 3 rods per minute

oblique notch
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if all you want is 100% efficiency in your buildings, then this will achieve it assuming you have enough input to match what is being used. it will leave a lot of belts sitting still while it waits for an opening to push items in, which some people dont like

scenic smelt
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nah thats fine

oblique notch
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and you can - once you have smart splitters - overflow the rest into a sink

scenic smelt
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thatd be cool

oblique notch
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caterium tree in the MAM

scenic smelt
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yea ive unlocked it

gusty nexus
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fixed it! i singled out the row of generators that wasn't getting enough juice and mk2'd the main pipeline feeding that row

noble current
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so, both mk4 carry 240, merging -> 480, correct?

I don't know if it's because of the throughput bug, but it keeps clogging up at the merger

frosty pawn
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yes, 2x mk4 carrying 240 each should be able to merge into 1x mk4 carrying 480
i dunno about throughput bug

noble current
frosty pawn
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if its a new bug i can only assume css are working on it and should have a fix soon

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jace knows about it, chat told him on twitch so he will ask the devs. im sure they already knew from QA site though

noble current
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the mk4 one is kinda new from what I've heard of, the mk5 has been around for longer

cinder silo
noble current
cinder silo
noble current
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so it seems more like a merger/splitter issue than a belt issue?

cinder silo
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Just merger as far as I can tell, splitters have been pretty well behaved.

oblique notch
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Well, I guess there is still a .0000016% or something backup but... lol for all intents and purposes fixed 🀣

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Ah dang it discord didn't scroll again, sorry. Taro already said that

noble current
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wait - did the fix came in the past 24hrs?

oblique notch
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Yes

noble current
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well yea, then it's a me-problem

oblique notch
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Yesterday, about 230pm EST the patch dropped

noble current
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ye didn't got that one yet

oblique notch
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Oops, didn't update? Left the game running?

frosty pawn
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playing for more than 24 hours is a normal thing with this game lol

noble current
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ye I mostly play evening through nights, then keep falling asleep while building - on the plus side: I keep generating items

frosty pawn
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playing at night has the opposite effect for me. i stay awake stupid long hehe

oblique notch
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Hah
Yeah probably not a bad idea to restart every time you wake-up then. If not for patches, then for any thing that is a small tiny rounding error that adds up bit is cleared on reload

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And by small I mean would take a few days to see an effect.

cinder silo
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I'm pretty happy at the fix being as is πŸ™‚ , it eliminates just about all of the problems in my entire build.

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Next time I have a factory completely seize though I'll clip its restart, it'll demonstrate in the wild the merger thing that can cause issues in very few cases.

vapid gorge
oblique notch
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everyone was all "but theyre silent or uzu said" but ... comeon. Seriously? people noticed it was bad enough for not just the tippy top of ultra efficiency builders to notice. that puts it pretty high priority :p

vapid gorge
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Oh yeah, people were talking east 30+ drop offs. That’d kill so many things

oblique notch
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if you're intersted the #1006573529183027401 thread has an explination as best as i understood it when i asked about it

vapid gorge
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U7 seems to be a much more wild ride than previous Us

oblique notch
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as to what was causing the bug. sure my context is off slightly, but i think it makes enough sense

vapid gorge
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Though it’s Anecdotal observation

oblique notch
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lots of optimization and prep for 1.0 - lot of tech debt being addressed id guess

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bound to have some side effects

vapid gorge
vapid gorge
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Like honestly I’m pretty happy with the game as is but extra polish and some more tech wouldn’t be bad

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Oh and optimize the crap out of it

oblique notch
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thats the impression i get from the dev streams

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not that there is a deadline, just... Lets get this buttoned up and feel good about it as a whole before we consider too many major new things. I expect every major update to still have a couple of new things until 1.0 (like the BPD!) but you know... nothing as big as ... say adding Pipes lol

frosty pawn
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would be nice if they get UE5 in 1.0 just for the modular gameplay features thing so after that all the updates/dlc can be toggled on and off independently and the main game can be kept up to date separately. i suppose it would also make modding easier since they would not have to update mods just because the game's version number changes

vapid gorge
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I’m under the impression changing the entire engine of a game is hard

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Unless there’s specifically something about ue4 to 5 that is straightforward?

cinder silo
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Game engines aren't known for being easy to change, you have to migrate assets (not always scriptable) and hopefully not bork data while you're at it, sometimes the underlying systems aren't the same so you have to remake what makes the game work from the ground up.

vapid gorge
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Yeah pretty much. I’m curious how hard it’d be on the engine dev side to make things easier to migrate between versions

cinder silo
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That would be a huge and complicated script that tries to anticipate every trick a game dev would use, I wouldn't want to be in the shoes of the engine developer with a project like that.

noble current
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why do decimals exist?

vapid gorge
oblique notch
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yah. You actually can't have .5 of something. You either have something, or you broke it half and have 2 (broken) somethin πŸ™‚

mystic moon
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.5 kilos

oblique notch
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but we gotta be able to say 2 for every 3 somehow

oblique notch
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i mean you cant really have half a toaster. you either have a toaster, or you have two pieces of a broken toaster.

noble current
vapid gorge
oblique notch
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a kilo is arbitrary, ephemeral. It means something by common consent, but it is not anything other than the value we assign to it.

A toaster is an actual object.

noble current
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what people refer to "a measurement" is the kilogramm, which are a thousand gramm

oblique notch
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i can give you a toaster. I can't give you a Kilo of (nothing)

noble current
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/runs

oblique notch
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🀣

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fair, but by common consent again a kilo is most often in reference to a kg

noble current
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not in my consent

vapid gorge
oblique notch
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then you, Ana, are just uncommon. πŸ˜‰

noble current
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being objectively true Nodders

oblique notch
noble current
#

@oblique notch in fact, I am rare EZ

oblique notch
vapid gorge
vapid gorge
noble current
oblique notch
noble current
#

am I correct that only 1 manufactor fits into the BP designer?

oblique notch
vapid gorge
oblique notch
vapid gorge
#

xD

oblique notch
#

lol

vapid gorge
oblique notch
#

or, if you dont want to do 20 machines at 102.2% you could do 20.44/21 and est all your 21 machines to 97.3333%

noble current
#

damn, they should make them bit smaller so at least 2 could fit /:

vapid gorge
oblique notch
noble current
vapid gorge
#

I know πŸ™‚ but β€˜there’s a mod for that’ is just a true thing so often XD

oblique notch
noble current
oblique notch
#

given this is my 7th world in SF, and that ive made it up to aluminum without mods, i dont mind using QoL type mods. Most of the ones I use just make life a little less fiddly (or ... i guess in the case of Micro Manager more fiddly lol) - longer beams. Remove hoverpack drift. perfect circles.

vapid gorge
#

Love me my perfect circles

vapid gorge
oblique notch
noble current
#

while it's fine, I still think, that buildings like manufactor or coal plants critically needs to be downscaled a bit for the BP designer - especially since the manu is just a single meter "too long"

vapid gorge
oblique notch
noble current
#

actually 2m but still

oblique notch
#

not sure if they will do anything for manufactureures

#

how many do you need? the bp can still save you a lot of time by adding your mergers/splitters and connection to the machine in one go

vapid gorge
noble current
#

it would also help me to measure how much space I need

#

and if I need extend layers

vapid gorge
#

Just do a prototype. Then you know how to section it off properly

oblique notch
#

build. hate it detroy it. build it again. hate part of it, destroy most of it. do it a gain... and again... and again... thats my life

vapid gorge
#

People complaining about small bp seems odd tbh. You can make a bp 2x long/wide by just having 4 bp

#

And then hot bar it real quick

oblique notch
#

i know right?

#

i mean i kinda get the 2 manufactureres.

#

but ... even so.... ... i think people just really really want to be able to build entire sections in one click, which in my eyes is a fun killer shrug each there own and mods exist

noble current
#

I am fine with the 4x4x4, what I am not fine with is, that a few buildings are small enough to have a ton of extra space but barely too large to fit a 2nd building of it, like with the manufacturer

vapid gorge
#

Tbh when you’re getting to that size the time save for bps would largely be for the surrounding objects right? Power sockets, walls foundations etc etc. each machine is , usually, one click while setting up where it sits could be dozens

noble current
#

placing wall/foundations, power sockets etc are better for me to manage the spacing off than those huge, inaccurate machines that aren't exactly x-foundations wide or have multiple inputs and so on - the bp really helps me to space those kind of machines out properly, which helps me in placing them later on

oblique notch
#

well, the "extra space" around a single manufacturer doesn't translate to the blueprint if you don't have anything in it. Most of my blueprints take up a space less than 2 foundations for example, because they are deco stuff.

noble current
#

well, the manufacturer is also barely wider than 2 foundations

oblique notch
#

so its not really wasted or anything. put down what is it... 6 foundations? 9 maybe? and center the manufacturer inside that, then build its support - mergers for the output plus a connecting belt, and any splitters setup you want for the input - that will save you time there.

#

bah i would make you an example but EoS is having some issues it seems and i dont wanna go find my clone

noble current
#

EoS? clone?

vapid gorge
#

I think game client not logging on properly so it spawns in with fresh character and no inventory

noble current
#

oh

#

that sounds unfortunate

vapid gorge
#

It’s mostly annoying. You can try re logging when it registers you online or go kill your clone.

Or generally it’s good practice to keep extra sets of equipment armrest spawn

fierce cypress
# noble current EoS? clone?

Epic Online Services - sometimes things can get weird and it cannot connect you to your old body (because even in singleplayer you're kind of playing MP), and it will spawn you in with a new one - your old body (clone) will be wherever you last left it.

noble current
#

sounds like this happens a bit too often?

#

idk, never happened to me so far

fierce cypress
#

It happens on occasions - not that big of an issue imo

vapid gorge
#

Not a fan of epic. Mind you steam is also owned by awful people. But ui and tech works well at least

oblique notch
#

Hah. You old enough to remember when it came out?

#

Give epic 20 years of refinements then judge them 😁... first steam with original Counter-Strike (not even Go) was horrrible. ... cs 1.6 if I remember correctly

cinder silo
dense cave
#

epic has been around a long long time now, still feels like an unfinished mess

vapid gorge
oblique notch
vapid gorge
#

Are we talking about CS days when it was just valve stuff basically?

oblique notch
#

Then and just after yeah. Before it had a store front even heh.

#

2001/2002ish

bitter tree
#

The way to make the most rubber/plastic per minute, is to use the recipe that makes 130 resin/min, correct?

wind spade
#

no

gusty nexus
#

nope, you loop the recycled rubber/plastic recipes

bitter tree
#

But then you'll be limited on how much you can do it, because of fuel?
Brain is fried atm

wind spade
#

well you make fuel with diluted fuel

#

and use alternate heavy oil residue

#

diluted fuel + alternate HOR

#

polymer resin

bitter tree
#

Thanks .. just spent the last 6hrs or so dealing with getting getting all the oil from spire coast gathered up and moved to a big base.

prime orchid
bitter tree
#

Steam first came out in 2003 or 2004 ..

#

So a lot of stuff is newer than Epic Games ..

prime orchid
#

You mean steam?

#

Epic games store is only 4 years old they’re still a baby compared to steam. I sure wish they would optimize their launcher though cause it’s slower than the league client jace_smile

wind spade
#

epic launcher eats less resources than steam's πŸ€·β€β™‚οΈ

prime orchid
#

Then let it eat more resources if it will run faster dang

wind spade
#

both run fine on my pc

#

never had any issues with neither

#

well, apart from a few issues with steam not registering I've quit games πŸ€”

#

not sure what "run faster" means, both launch my games, which is what they need to do and do it normally. Epic uses less resources to do so, so it's "better" in my eyes

prime orchid
#

I don’t think resources are issue. It doesn’t need as much as steam. I think it’s just optimization.

#

Library is probably the biggest problem. I have a huge library from all the free games I’ve collected. But even though I’ve only got like 5 installed, trying to load that library is awful. I tried changing the page limit amount to β€œall” and that was a HUGE mistake

#

Changed it back ASAP

#

But just general load speeds are slow especially when cloud syncing or downloading. It takes forever at the black loading screen if it ever even loads. Sometimes I have to exit and try re-opening to get it to work

noble current
#

I like both and just got epic because back then, satis was epic-only and I wanted to play it so badly πŸ€·β€β™€οΈ

wind spade
#

yeah these issues never happened to me πŸ€·β€β™‚οΈ and epic gives more money to devs so I prefer to buy on epic when possible (not often)

noble current
#

I got satis even so early, where it wasn't even sure if it will ever be released on steam πŸ€·β€β™€οΈ

#

which was the main reason I got epic

#

didn't wanted to wait and gamble

prime orchid
#

Besides the slowness from epic, I have a lot of other really big gripes with it on a basic functional level that steam handles very well. Of course steam isn’t without its issues but like how hard is it to create a drop down menu for right clicking games? How hard is it to give me an option to move a game install location? How hard is it to.. nvm I’m just gonna stop before I go off lol

noble current
#

today I learned, you can't copy&paste water extractor settings, and now my day is ruined ☹️

oblique notch
#

thatseems like a bug!

cinder silo
#

I had that with water extractors, had to tune 200 of them without copy paste 🀣

wind spade
#

that's a feature to not mess with clock settings on extractors

barren elm
#

I have issues with epic forgetting my password every 5min

#

Steam never does

#

Rebought satisfactory just to avoid the hassle

tropic fjord
#

Hi guys, how goes your FICSMAS 😬

First time posting here and I was making some factory designs for FICSMAS specifically and thought I'd quietly leave them here in case anyone finds them useful or has feedback on them

#

This one will rally you to wonder stars:

#

And this one will make you snowballs:

#

how2ficsmas without dying in the process xd

fierce cypress
#

@tropic fjord out of curiosity, what tool did you use to make this?

tropic fjord
#

oh no, link removed lmao

#

diagrams (dot) net

fierce cypress
#

cool, for future reference you can just remove the https:// and it won't get filtered, like so www.diagrams.net/

tropic fjord
#

ya i just copy pasted

#

i'm working on lines for fireworks, also i think the snowball one fits in blueprints so scalability would be great for it if it does

still brook
#

How do you tackle balancing larger amounts of belts together?
e.g. 4x 600 belts, 4x 780~ belts would evenly balance into 8x690 beltts, or otherwise overflow into 7.077 780 belts

fierce cypress
#

it depends on what i need

still brook
#

Well im doing bauxite at the moment, which has 6x780, 8x600, 1x300
So then Sloppy Alumina takes 500 (2.5 oc) Bauxite each
Which means I could do something like 2x750 belts feed 3 refineries

vapid gorge
#

is there a reason you need to even out the 8 belts?

still brook
#

not really, just not sure how else to manifold over a belts capacity haha

vapid gorge
#

what's going over belt capacity in that?

#

link a sat tools plan if you have one.

still brook
vapid gorge
#

ok one sec

#

ok so at what point in the production do you want an 'even' amount on the belts, scrap?

still brook
#

nah just at the bauxite

vapid gorge
#

oh that'll be much more annoying. Basically a lot of balancing. Scrap would be easier by far

still brook
#

haha yeah my thoughts exactly

vapid gorge
#

ok if you want to balance the baux? Just load balancing. Soz my guy

#

Welcome to hell

#

scrap though is easy

#

sorry fixed typo at top

#

been a long day

still brook
#

Right yeah

#

So how do you do large balancers that do 15 belts like that?

vapid gorge
#

So yeah look up load balancing? xD
if you want to do scrap/solution I can help with that though

vapid gorge
#

since you can always branch off mk1

#

Like if you want even 300 belts just split the 600 into 2

#

with 780 you have a junction with x mk2 and x2 mk1, then the mk5 leading out will have 600 which can be split into 2 for 600

still brook
#

Hmmmm, might need to make some blueprints for this

vapid gorge
#

ehhh I don't think it'll be helpful unless you're doing some specific thing. But first you have to decide how much you're load balancing

#

personally I'd just do the baux belts as is, then clock the solution refs appropriately to merge them into sections that will give you even scrap

fierce cypress
#

because you can build a simple belt compressor to get compressed belts

fierce cypress
#

a 15:15 load balancer would be hell to build on the other hand

fierce cypress
still brook
#

I think a multiple of 500 would probably be best

fierce cypress
#

well the total of your belts is not a multiple of 500

still brook
#

true yeah, but it's a bit easier to have the last one to tbe the left overs

vapid gorge
#

again you're working forward on this and you're making more scrap than baux being used so depending how you want to go you might have too big a chunk after

fierce cypress
#

belt compress it to belts with 500/min outbound with one leftover belt at the end

#

easy

vapid gorge
#

ok quick questions - are you balancings for utility or because you just like balancers?

still brook
#

I think if I can get a multiple of 500, (250, 500, 750) then it makes it a known input into the refineries and makes all subsequent math known

vapid gorge
#

cause 'having some left over' doesn't strike me as you like balancers

#

I mean if you ahve any starting numbers you have known math

fierce cypress
still brook
#

hahaha true

#

multiples of 250 then

fierce cypress
#

but same solution, make a belt compressor

vapid gorge
#

yeah 250 wouldn't be a simple number to balance I think

still brook
#

how would you compress to a specific number that's not a belt speed?

fierce cypress
fierce cypress
#

and then only consume 500/min

still brook
#

oh right

#

good point, yeah that could work

vapid gorge
#

Truly baffled as to why you wouldn't want to work backwards from scrap but here we are πŸ˜›

still brook
#

it make sense to me working like that... but how would you do it from the scrap then?

vapid gorge
#

Then at that point group selected scrap refineries clocked to collect X scrap per minute

#

Those scrap refineries could be fed by grouped solution refineries clocked to produce enough solution for X scrap

#

and I'd just manifold the bauxite into the appropriately clocked solution refineries

#

I like to control production through precision clocking and layout

#

It's jsut a different way to approach things

still brook
#

the manifold for the bauxite, wouldn't that just be the same as the belt compressor? 2overflows, 2 mergers?

vapid gorge
#

nah just straight up manifold folds. I might merge the 300s into 600s if that was convenient?

still brook
#

Right but what about the 600+780 lines?

vapid gorge
#

But basically, 'ok I have a belt of 600 baux being fed into variously clocked refineries

#

One sec

#

ok so the numbers dont represent reality for recipes but bear with me

#

Lets say I wanted 500 scrap on each line as the end goal

#

and somehow this meant I could do 1 and part of 1 500 scrap line in a 780 baux line

#

I'd clock the say, 3 appropriate refineries to make solution to go to refineries to make enough scrap for hte first 500 line

#

Then in this picture example I would clock the last x2 refs o nthe 780 line and the first ref on the 600 line to make the right amount of solution, merge just those 3 lines, send them to the scrap refs. And so on and so on

#

I often do it like this because I make some very specific designs and I want very compact and dedicated logistics and, if we take this pictured example, I will have a set of machines that will either need 500 scrap as a group that will continue on OR I'll organise them like the first set of Baux refs so they are clocked and merged accordingly to produce the number of ingots on each line I need. Many of those lines may have unique volumes depending on the next production

still brook
#

Im still not quite sure how to actually balance the bauxite/scrap between blocks there
A specific example is that I need to produce 1800 Alumina solution to do the battery section of this factory
In order to do this I need 750 bauxite which is 30 left over (but then also belts don't carry 780... or do they after the last patch, who knows)
And it's important that I use that 30 left over to feed into the rest of the system

vapid gorge
still brook
#

into the next block of refineries, which are then doing solution -> scrap

vapid gorge
#

so assuming these are accurate numbers to the recipes maybe you're a real example type of learner

#

this is 1 way you could do it. 6 refineries set to 125 each making 600 solution per pair, for a total of 1800 solution. And the 30 in another refinery with solution sent elsewhere

OR the bauxite sent to merge with another line. Many options

#

If you want to send the bauxite elsewhere instead of a refinery set to minimal speeds you can have every splitter be a smart splitter set to overflow.
That way the 750 is guaranteed to be consumed before sending off the 30 pm to another spot

#

(that's how you do sushi belts essentially)

still brook
#

Right I think I get what you're saying
Need to mess around with it for a bit though I think

vapid gorge
#

no that's fair. Do you want a real worked example?

still brook
#

Oh I think I might slam some belts into these refineries and see how it works out haha

vapid gorge
#

no prob πŸ™‚
Just one more thing though - do you know about the battery alt recipe?

still brook
#

oh which one?

vapid gorge
# still brook oh which one?

there's only 1 alt for it. Classic Battery.

It's slightly more complicated but , and I will admit I'm bias, I hate the base recipe.

still brook
#

ah yeah I think there was a reason I didn't do that

vapid gorge
#

It uses much less bauxite and sulfur for a bit of plastic and wire (iron my pref) And you don't have to muck around with using solution as a material

#

If using the solution doesn't bug you luck be with you xD But I also like the resource efficiency πŸ™‚

#

This way I just turn everything into ingots and don't worry about it

still brook
#

ah I think it's the copper usage that's why I didn't go for that

vapid gorge
still brook
#

hahah sounds like we have similar ideas

vapid gorge
still brook
#

oft, that number of buildings

vapid gorge
#

Partially for performance partially for aesthetics. I find huuuuuge structures hard to make look nice

#

this is the uranium rod factory and I haven't even installed the Ur Rod tower yet

still brook
#

ok I think im going to do something like this
It's showing the belts remainder when splitting/merging, subtracting 750 at each split
Then adding either 600's or 780's, aslong as it doesn't exceed 1560 on a merge, or 780 on a split or drop below 0 then it fits

vapid gorge
still brook
#

So belt 1 will be 600, belt 2 will be 780
they'll merge together but overflow before so 750 will split off with 630 remainder
Since they're overflowing before the splitter it can handle 1560 until untill the remainder splitter

vapid gorge
#

I still don't get how you're merging them together? Is your goal to have 630 750 and 780?

still brook
#

does that make a bit more sense?

vapid gorge
#

no wait that doesnt add up

still brook
#

well it'll keep feeding down the line as per that table above

vapid gorge
#

Look - I will believe you that this does what you want it to do - But I think you possibly made it in the most complicated way you could without actually trying to overcomplicate it xD

#

wait, are you constantly merging belts together??

still brook
#

yeee

vapid gorge
#

I can't believe it.

#

You've designed a more nightmare injection manifold

#

A ... semi load balanced injection manifold??

still brook
vapid gorge
#

This is the worst of all worlds and darkest timeline

#

Right. This is why I dislike belt compressors XD

still brook
#

fair, math makes sense in my head though haha

vapid gorge
#

Ok so I'm going to preface this with - this is not a wrong way to do things - they do work - but my god I hate making multiple sections of factories have multi dependancies xD

#

Specifically segmenting factories into groups makes trouble shooting and logistics SO much neater

vapid gorge
#

but again - that's just my subjective opinion. Thats... just a way of design that makes me grump. xD

still brook
#

haha yeah, what makes sense to one person is confusing to another

vapid gorge
#

It's not confusing.
It's just.. added complexity for no gain other than wanting to do it that way?

I think a lot of people have the urge of 'ok I'm going to bring all these iron belts together and split them off again' , cause monkey brains. And it especially doesn't work well at the start

#

Like people who start out with I'm going to bring all the iron ore to one spot, smelt it and send it out again. I've never actually seen anyone finish a project like that. It's probably happened but it's surprising I haven't seen at least one bubble through there.

#

But you're allowed to be weird πŸ˜›

vapid gorge
#

nm read it wrong

#

wait , no I didn't ? now I'm confused

still brook
#

Compressed yes, but it acts like a manifold also, so they're there for the overflow

vapid gorge
#

in that version with the numbers can you add how much you're expecting to flow at each branch?

still brook
#

Assuming this is all correct then this is the full things

vapid gorge
#

I'm trying to wrap what the splits are doing

still brook
#

the splitters are only set to overflow along the blue line

vapid gorge
#

right

#

ok SO assuming blue line is overflow only

still brook
#

yeah exactly

vapid gorge
#

that 750 branch should be 780 goign out the top of that first pic

still brook
#

the refineries will only be using 750 though so that's where it acts like a manifold

vapid gorge
#

flips table

still brook
#

πŸ˜›

vapid gorge
#

just.. just please.. do an injection manifold at this point

#

I also hate them... but ... this is so unnecessary

dense quail
#

Injection what ?

vapid gorge
#

An injection manifold basically does the same thing

#

So essentially you have a regular manifold, each splitter set to over flow, then when there's enough throughput on the belt based on what your machines are using you merge a new belt in

dense quail
#

Okey!!

vapid gorge
#

It's what you're doing but much simpler xD

#

You do the same thing, clock the machines how you like, set all the smart splitters feeding stuff to over flow, calculate where you inject the next line

#

@fierce cypress I curse you and your house

dense quail
#

Yo I did this with my aluminium plant, so convenient, splitters on an overflow alignment system are pain in the ass but, if you have enough overflow you can feed the machines faster .

#

Didn't know they had names .

vapid gorge
dense quail
vapid gorge
#

Also I'm amazed. There's a lot of different ways to control belt throughput and feeding of machines and you like ... smashed 3 ways of doing it in your other set up

#

I mean, it looked like it would work.

fierce cypress
vapid gorge
fierce cypress
dense quail
vapid gorge
#

BUT... if you have X number of Belts with Y items feeding whatever system and you're not load balancing it I don't see why it would feed things faster or slower in a manifold system

#

as in full efficiency

#

Like ... maybe? I'm not going to do a detailed analysis and sometimes maths just hates how humans think and wants to screw with you? But I can't think of how this way might do it faster

#

Essentially I know enough to know I don't know enough about this particular maths

dense quail
vapid gorge
#

sure

dense quail
dense quail
# vapid gorge sure

Now for an overflow system, you'll gonna have to wait for machines to get filled one after the other, I'm not saying other machines or npt getting fed they are but in total the plant is not making the output estimated by calculation, until sone time goes through all machines get filled to the brim an the plant is now at top efficiency right ?

vapid gorge
#

ok I think I see where you're going with things

#

ok you have an argument

#

I forgot to consider teh smart splitters

dense quail
#

U see with injection manifold that time interval narrows down .

vapid gorge
#

because there are fewer machiens using up some of the material while tings get filled you mean?

#

ok so lets say machine 1 and 2 get filled and 3 starts getting items from the overflow

#

but by the time 3 starts it's process 2 and 3 take up more items and it stutters 3?

dense quail
#

Okey .

vapid gorge
#

Yeah ok so it's possible. I'm... abslutely not going to go back and dig through my uni maths for this though. McGalleon is someone you probably want to talk to about it

#

Yeah you should ask McGalleon about smart splitter over flow manifold spin up times vs regular manifold spin up times

dense quail
#

McGalleon okey I'll ask him when I notice hi. Online .

vapid gorge
#

Though I will say the practical argument of this is probably pointless since you can and, in some cases should, prefill machines by hand before turning the whole thing on xD

dense quail
#

So just expanding my knowledge ..

vapid gorge
#

then how does it fill it up fasters???? xD

#

Why are you doing this to me.

dense quail
vapid gorge
#

xD

#

Sure. Why not πŸ˜›

dense quail
vapid gorge
#

lol

#

nothing really

dense quail
#

XD I'm just joking .

vapid gorge
#

you were just going yeah this is great, faster spin up time argument oh I fill it by hand anyway

#

jfc

dense quail
#

You be like "I will find you ... Then I will kill you" .

vapid gorge
#

That's absurd. I'd never leave written evidence.

#

I'm going to play stellaris for a while and try to forget about your overflow balanced belt compressor πŸ˜›

dense quail
#

Is it that good of a game I have it but, never installed it .

#

oh no .

vapid gorge
#

Look - I really enjoy it because I like trying weird new combinations of empire types.
There's a lot of depth and mechanics that you need to look up personally to actually figure out?

#

I think it's very good and I don't often like 4x grand strat games

#

You need most of hte DLC though

dense quail
vapid gorge
dense quail
dense quail
vapid gorge
#

it felt flat? Just couldn't get into it

#

this is a reasonable ranking for stellaris DLC https://www.youtube.com/watch?v=Unq2IJAOKGU , it comes on sale frequently if you're interested

Which Stellaris DLC should you get? Which Stellaris expansions are worth it and which should can we ignore. Lets put them into a tier list and find out!

Lets dive in!

Buy Stellaris DLC on Humble Bundle: https://www.humblebundle.com/store/stellaris?partner=montuplays&charity=25618

Chapters:
0:00 Intro
1:36 F tier
7:55 C tier
14:22 B tier
17:05...

β–Ά Play video
#

It's grown a lot over the years. Version 3.6 now

dense quail
vapid gorge
#

on and off since release with some big gaps?

#

so may 2016 I guess since that's w hen it was released. Its basically unregocnisable from the original though

crystal venture
#

iron ingots to screws is a 1:4 ratio, but the stack sizes respectively is a 1:5 ratio. Does this mean that I should process the ingots into screws before I shunt them into my train network?

dense quail
crystal venture
#

one ingot makes 4 screws

#

I simplified, using the Cast screws recipe which is 5:20

#

although its the same for the default recipe as well since iron rod makes 4 screws and is made with 1 ingot

vapid gorge
#

No I wouldn't have

vapid gorge
#

screws take up 4x belt logistics which takes up a lot more space ect

crystal venture
#

oh right I didn't think about that

vapid gorge
#

You just wind up needing more train cars.

#

the 2nd best way to make screws is right near where they are getting used
The best way to make them is not at all (but that's my bias against screws)

crystal venture
#

they are annoying

#

always end up being the bottleneck in my setup

vapid gorge
#

There's enough alt recipes in the game to never need to make screws again

dense quail
vapid gorge
dense quail
#

πŸ‘€

vapid gorge
#

AND they just overhauled combat in Stellaris so there is no longer a meta

#

There might be a new meta that develops but I will enjoy the many new options

dense quail
#

Idk what u have been in 2016, but this ain't it, just look it up .

vapid gorge
#

don you pick a type of each ship component and run it against the enemy?

dense quail
#

One thing I love about stelaris is when you meet another empire you either make tribute to them for large sphere pf influence or die, you'll have to disipher language to open up communication.

dense quail
dense quail
#

Or am I mixing it with another game ?

vapid gorge
#

I thought you hadn't played?

dense quail
noble current
#

I got a question for the mk2 pipes

I heard it got a throughput issue and I was wondering, if it'd affect a throughput of 552mΒ³/min already, or if it just affects the very max througput of 600mΒ³/min?

frosty owl
#

You should be fine with that much.
Getting 600/min isn't impossible just tricky. As long as they have some leeway issues arise very rarely

noble current
#

I also calculated a plus of 16mΒ³/min than I need in hope that it somewhat "overflows" as a kind of buffer, if you get what I mean

oblique hollow
#

so you make 16 more than you need?

#

so you only need 536/min in reality?

noble current
# oblique hollow so you only need 536/min in reality?

it's kinda of a rounding issue since I technically need to fill 49.026 refineries, having a water requirement of 1640mΒ³/min (rounded in the next full refineries) and the water extractor are at 230% overclocked, giving 276mΒ³/min each - paring 2 of them to a single pipe and so on

oblique hollow
#

eh, i wouldnt worry about anyhting in that case then

noble current
#

to be more precise, the 49.026 refineries also need only 1620.51mΒ³/min but I hate decimals

oblique hollow
#

you should be well off then

noble current
#

alrighty, thanks!

#

still can't believe I already make it past mk2 pipes, ngl

midnight wolf
wind spade
#

loop the pipe, it should work

midnight wolf
#

Like, a MK2 pipe should sustain 30 refineries using the pure iron ingot recipe, but yeah, it doesn't work for meπŸ˜†

wind spade
#
---+--------------+
   |              |
   +--+--+--+--+--+
   |  |  |  |  |  |
midnight wolf
#

Oh, I don't think I can actually do that, I have my factory set up with 2 rows of each 6 refineries, and there are 3 floors, last floor has only a row of 6 refineries, making it in total 30

wind spade
#

you definitely can do that, just take the end of the pipe and hook it to the beginning

craggy forge
#

any ideas how to set this up?

midnight wolf
#

My setup looks like this

wind spade
craggy forge
#

how am i gonna get 82.026 iron ingots

#

with only having splitters and recievers

wind spade
#

it's 120 in total

#

also, manifold πŸ™‚

#
--S--S--S--S--S
  |  |  |  |  |
  X  X  X  X  X

S = splitter
X = machine

craggy forge
#

youre suggesting me to connect all constructors into manifold like that?

wind spade
#

yeah, why not? πŸ™‚

craggy forge
#

will it work though

wind spade
#

yes

craggy forge
#

do i need to fill every constructor to top? the iron ingot

wind spade
#

you can but you don't need to

craggy forge
#

with splitters only?

wind spade
#

yeah

craggy forge
#

can i connect on both manifold sides

wind spade
#

yes

craggy forge
#

ok

midnight wolf
#

So basically I should make a sort of boiler shape for my setup? :

- - I+ - - + - - + - - + - - + - - + I 
- - I+ - - + - - + - - + - - + - - + I
- - I+ - - + - - + - - + - - + - - + I```
#

(Each row represents a floor)

#

Basically this, in a row I connect the first and the last junction (orange), and between the floors I connect the first and last junction (green)

#

Tbh verticality is giving me a huge problem xD, I had a more primitive idea of using a single mk1 pipe for each floor, since each floor demands 240 m3 water/min

#

So basically a full mk1 pipe could basically satisfy all the floor requirements, but I'm afraid of that +60 m3 water/min which is essentially an overflow and could cause some issues

craggy forge
#

@wind spade are you sure its gonna work? do i really need to put 200 iron ingots each constructor?

wind spade
#

you don't need to put any ingots anywhere, just wait a few minutes until it stabilises. You can however put the ingots in them to speed up the stabilisation. However it's not required

craggy forge
#

oh ok

midnight wolf
#

Thanks for the amazing tips! I replaced all the MK2 pipes in MK1 and looped them as you said, the factory is now outputting the desired 3 full MK5 belts of Iron IngotπŸ™‚

#

Only problem is that the factory seem to lag when the train comes in order to deliver water + raw iron, like it stops the production completely and restart normally as soon as the train leaves the station, I could be wrong tho

oblique notch
#

It does

#

Because stations turn off input to the station when a train is loading

#

To mitigate this add a container right before thr station input

#

Oh you said delivery

#

Huh.

median heath
#

If he doesn't have anything buffered then delivery would cause it to stall as well.

oblique notch
#

or im mis-interpreting

median heath
#

Lockout happens during docking.
Whether delivery or pickup.

short yoke
#

how do i calculate how many trains with freights will i need to get to my input needs

#

in both fluid and normal items

oblique hollow
#

a single freight platform can at best do 1400 something per minute in solid and like 1100 in liquids or whatever

#

the timing.....

#

a single freight car either holds 32 item stacks or 1600 mΒ³ of fluid

#

for fluid, you got 1600/1100 or so so thats a bit more than one minute
minus a whole eternity of docking time means you can only have a travel time of a few seconds for a single fluid freight car

#

correction - half a minute of travel time

#

for solids, stack size matters

#

size 100 means 3200 items, size 500 means 16000 items

#

https://satisfactory.fandom.com/wiki/Freight_Car
there
theres a throughput section lower down

Satisfactory Wiki

Freight Cars are non-motorized vehicles that can be attached to Electric Locomotives or another Freight Car to form a train. They have a capacity of 32 item slots or 1,600 m3 for fluids and allow for the transportation of resources over Railways. Freight Cars can be loaded and unloaded via Freight Platforms or Fluid Freight Platforms.

short yoke
#

i found this formula on reddit: (< number of freight cars> x (32 x <stack size>) / <Train turn time in mins>

= items pr min thats correct?

oblique hollow
#

thats exactly what it says on that wiki page

short yoke
#

oh... Thanks man! now i gotta do some time calculations

oblique hollow
#

just time it

#

or estimate the time

#

let the train run

short yoke
#

my main issue is that the speed of the loaded train is different of the unloaded one

#

and im planning to move about 2300 iron ingots/min to another facility

oblique hollow
#

you could add another locomotive

#

and then the travel time is a guideline for the average

short yoke
#

is there a tactic of when to put another locomotive? like i turn another on when the first one is at the opposite station?

oblique hollow
#

doesnt matter where on the train really

#

just keep in midn that if you add it at the front, this will be your new head loc

#

and thus the train will have a different arrangement when stopping at a station

short yoke
#

i thought you were talking about a new train haha not another locomotive for more speed

#

got it!

#

thanks!

oblique hollow
#

you can find the weight and force of stuff on the locomotive page

#

lets see.....

#

i dont think anyone ever made a guideline on what a ideal weight to force ratio is

#

definitely not 1:1

#

oh right, slope steepness

#

this is just for "the locomotive can still pull this, but acceleration may suck"

#

i think 1 to 3 or 1 to 4 is still a decent number in this case

#

so 1 loc per 3 or 4 freight cars

short yoke
#

lot of math involved with trains, its so much fun. Thanks for the help!

royal knot
#

Can anyone help me with water transportation?

#

I don't know why the fluids aren't running (sorry if this is the wrong channel)

wind spade
#

pipes will help you

#

(also ideally you want to transport things to water, not water to things)

royal knot
#

The pipes don't want to work with the pumps

#

can you negotiate between them?

oblique hollow
#

wdym negotiate

#

you can post images here

#

just make a screenshot

royal knot
#

wait is there such a thing at too many pumps?

oblique hollow
#

kinda, yes

royal knot
#

as*

oblique hollow
#

badly placed pumps can hinder fluid transport

royal knot
#

ok I removed one of them and it's flowing

#

thx

oblique hollow
#

pumps are directional

#

and have a height limit

#

if you want more info, check the pins in this channel

#

there is a manual for fluids pinned there

median heath
oblique hollow
#

oh boy, is that section outdated?

royal knot
#

I don't get why this one isn't working

median heath
oblique hollow
#

either way: please check the manual out

tropic hawk
#

or replace both pipes to ensure there is no glitched non-connections

hexed crater
#

@gusty nexus So here's the setup. Train loads some random stuff at one station and then unloads it at another where it gets sunk in a sink on its own power network.

And here's the power graph for the ,2 stations, 2 freight platforms and 2 locomotives:

  • 100 MW for the two locomotives each idling at 25 MW + 50 MW from the active freight platform.
  • 220 MW spike from each locomotive accelerating out of the station
  • 50 MW for each locomotive coasting into the station (not sure what that little bump is before the next loading/unloading phase)

the claimed 50 MW for each station just doesn't seem to be here.

tropic hawk
#

connect a station to a power pole and nothing else and open the power graph and look at max consumption

hexed crater
#

Okay but when does the station actually consume its "max consumption"?

tropic hawk
#

the 50 MW. Trains only consume power when they are accelerating

median heath
hexed crater
#

but that's the train not the station?

median heath
#

Well, outside of docking stations are idle so they consume only 0.1 MW per platform.

hexed crater
#

no the freight platform consumes the power during the docking sequence?

median heath
#

Also trains don't consume 25 MW just for existing.

hexed crater
#

The station and the freight platform are different things.

#

You can see on my graph above the max consumption is 50 for each station + 50 for each freight platform + 110 each locomotive.
So 50 + 50 + 50 + 50 + 110 + 110 = 420 MW

median heath
#

During docking you're consuming 100 MW because Station + Platform.
After docking, Station + Platform go down to 0.1 MW each and the train begins drawing the power per locomotive.

#

That's why the static 100 drops and then rises sharply.

#

Before falling to 50 once the trains are at max speed.

#

Red = Stations on, trains off.
Green = Stations off, trains on.

oblique notch
hexed crater
median heath
# hexed crater

You not believing me when I say trains do not draw power unless they are moving doesn't make it any less true πŸ€·β€β™‚οΈ

hexed crater
#

Are trains moving when they are docking?

median heath
#

If we want to compare screenshots of when the UI is wrong I can bury this channel in images πŸ˜‚

hexed crater
#

okay how about this

#

i just stick 3 locos on the track like this

#

and here's power usage

#

btw this is update 6 still 'CL#209846' I'm not playing early access 7

#

how about 5 locos? ...125 MW
Convinced?

#

I had quick look through the recent patch notes but I couldn't see anything about station power usage.

#

just "β€’ Fixed Train Stations showing β€œNo Power” incorrectly"

#

So I'm willing to double down on my claim that the 100 MW is 25 from each idling locomotive and 50 from the active freight platform, and the train station itself never seems to consume anything.

oblique notch
#

Do you have a hoverpack equipped?

hexed crater
#

nope

hexed crater
#

And one last example just in case I am still doubted. I make a train with one locomotive and send to to the station to be loaded. It only has one station in the schedule so it just gets loaded over and over.

Power bounces between 25 MW from the locomotive and 75 MW (+50 from the freight platform when it's active).

charred oxide
#

Because i Feel like it i'm going to go over my math and stuff again about what I was going on about earlier in the main chat (not pinging the guy I was talking to because he's done with the convo but i'm continuing this out of my own desire to do the math and curiosity)

The given example was trying to transfer 2000 items per minute via train vs truck

Starting with Truck stations
They each have 2 inputs and at no point is the input or output shut off
So you'd want 4 truck stations, 2 to load 2 to unload as you can evenly split 2k into four belts with 500 items per minute each

With 48 inventory slots in a truck station, and 48 in a truck OR 25 in a tractor (might be able to get away with one) it will tkae a while for that space to fill up even with 1000 items per minute going into a given truck stop

The only types of items you would produce at that rate would have at least a stack size of 100
usually things like, Ingots, aluminum sheets, aluminum casings, wires, cable etc etc
so stacks of 100 is our worst case scenario
And at 1000 per minute in each station in that scenario you're only going to fill up 10 stacks of that inventory with items per minute. Even if we are doing low stack density items of 50, it's still only 20 stacks per minute

At that rate, how many stacks fill up a minute will only affect how many trucks/tractors we need to use.
but going off the 100 example
A round trip can take up to just under 5 minutes before the station over fills. In which time you can go a decent distance.
but let's assume you're stretching it, and have a trip that takes 8 minutes to go around.
so you need 2 trucks on each station, 4 total.

the three most likely sources of fuel one might use for their trucks is coal, petroleum coke, or fuel as it's very likely you'll have excess some where that you can funnel into a transport network more or less free of charge.

#

Truck fuel usage for each of these
coal: 15 per minute. but it might equate to 10-14 per minute due to the fact that trucks are not always 100% on the throttle, especially when they stop

Packaged fuel: 6 per minute, likely 5 per minute in practice

Petrolium coke: 25 per minute maybe down to 23

At these rates a truck rotue can realistically, in it's simplest form with only fuel on 1 end of it, be up to 6.6 minutes long on coal, 16.6 minutes or so long on Fuel, and about 8 minutes on petrolium coke (mostly due to it's stack size of 200)

Continuing this example we'll assume that we're using 4 trucks running on coal as that will mean 60 coal per minute
Something we can supply with a single Mk1 miner, and in theory is the cheapest fuel source as a result.

So, moving 2000 items per minute on a two truck routes with 2 trucks each due to the trip taking a bit more than 5 minutes to complete hence whey we're using 2 for each station.

you're paying 80MW to power all the truck stations
To give them the 60 Coal per mintue as fuel all you're going to need is a single Mk1 miner which will use a mere 5 MW
Meaning that transporting all that across a long distnace can cost as little as 85MW of power, and 60 coal per minute to run.
i'm not entirely willing to go out of my way to calculate the cost of producing Fuel for this setup rn. maybe some one else who cares enough can. but that's our benchmark right now.
85MW of power and 60 coal to transport 2k items per minute a few kilomiters.

#

Trains now
First, during loading phase they stop having items input into the train station
meaning you can only get 1 belt into a freight platform.
So you'll be splitting your 2k items per minute between 4 platforms

So you have 2 train stations, each with 4 freight platforms.
Train docks up to platform 1 loads up and takes a trip to platform 2.
So long as you produce enough power this will never shut down.

power usage of an eelctric locomotive will vary. between 25-110MW
i'm not going in game to test the specifics but we'll give it the benefit of the doubt and say that on the route it will on average use 70MW to get moving.

Aside that there is little else to setup.
meaning that the end result would be this

During Transit the power usage would be on average 170MW at a given time. 50 for each train station, and an average of 70MW for the train itself (though this can vary a lot and I might be over or under shooting the actual usage here)

During loading and unloaind steps this changes to 300MW
During the loading/unloading animations, the freight platforms use 50MW each. causing a momentary power usage spike.

So on that note
Trains in this example could use:
125-210 (170 average assumption) MW of power while items are in transit. and temporary bursts of 300MW during loading and unloading to transport 4 cars carrying 2000 items per minute

Trucks can in theory do the same using a constant 85MW of power and 60 coal per minute. their range limited by the stack size of their inventory however. Slightly mitigated by ahving fuel on both ends of a truck route or carrying fuel With it by using a bit of the free throughput one would have pushing 500 through Mk5 belts.
in effect this would double it's range but also start to increase fuel costs due to our throughput limit of stacks coming into play. The longer the route the more effecient trains become but trucks are still very much a viable option in this example.

hexed crater
#

yikes let me put on my reading glasses

charred oxide
#

Math for fun and I Felt it belonged here :)

hexed crater
#

Did you see my convo above about if train station actually use power as advertised? Id say it's relevant to your comparisons.

wind spade
#

is there a tl;dr about the wall of text?

charred oxide
#

Truck stationsc an transport 2 thousand items per minute off of 85MW of power including the miner that provides the 60 coal per minute required to run 4 trucks over a longer distance

Where as a train station will use a varried ammount of just raw power over the same distance but no less than 125 MW during transit, more like maybe 150MW average during transit
And 300MW while loading and unloading

#

that's about the summary

hexed crater
#

I'd also say your estimate of 70MW for average train power is pretty high. Trains use quite a bit of power to get moving but once they are up to speed they only use just a little more than idle power on the flat. Will depend on gradients and congestion.

charred oxide
hexed crater
#

btw are you aware that truck stations only use power when something is parked in them?

charred oxide
#

Ah they work like that too?

#

never actually checked, the wiki simply only mentions the power usage fluctuation for freight platforms

wind spade
#

wiki says

Power will be consumed while any vehicle is in range, even while no items are being moved. Once all vehicles are clear of the truck station, power usage drops to the standard 0.1 MW standby.

charred oxide
#

I must've missed that completely.

charred oxide
#

So the minimum amount of power in the example i went on a tangent for in both cases, when items are purely in transit in best case scenario
is 125.8 MW for trains
and 5.4MW + still 60 coal per minute in the trucks

#

With short bursts of
300MW during loading/unloaind trains

and 85MW when trucks are loading/unloading, assuming all 4 trucks are doing so at the same time which isn't likely.
usually short bursts of either 25.3MW or 45.2 MW

#

until range limited by the fuel becomes a problem trucks can easily be more efficient than trains is the conclusion I'm starting to come to
If throughput requirements are low, unlike what they are in this example.
you can use tractors
which only use about 73% the amount of fuel as trucks.

sharp lion
#

But trains look cooler

hexed crater
#

is your 5.4 MW from the coal sorry?

#

coal miner?

charred oxide
hexed crater
#

Ahh I see

charred oxide
#

though in theory you could say its 0.4MW since you can grab coal from excess off productions that in theory should be running 100% but some how produce a tiny bit extra

#

Excess coal, fuel etc
any thing really

#

Though fuel a bit less so due to containers

hexed crater
#

I dunno if it's fair saying well trucks consume 75 MW each but it only costs 5 MW to mine the coal for that. You might have to like burn the equivalent amount in generators and compare how much train you can run off that lol.

charred oxide
#

Well
let's do that comparison for a moment
we're doing 60 coal per minute in our trucks

So what can we get out of 60 coal put towards Trains?

4 coal generators
75MW each
300MW to play with
-5 for the MK1 miner
-20MW for the water extractor, but not really becaue we need 180 water per minute.
so, either 2, with 1 running on and off or an overclocked one. which will run at 38.8MW

so 43.8 MW minimum to run a 300MW coal plant on the same coal input as the trucks we mentioned prior.
add some power storage and you can run that train line off that same input.

oblique notch
#

Power wise, by the time you need extensive transport networks, is negligible for both, because you're either at dozens and dozens of fuel gens or poking into nuclear.

The advantages of trains is it's very certain what the route is with very little deviation on time tables (baring extremely congested tracks) and per trip they can carry larger bursts. Combined with higher speed this makes them ideal for longer trips, where thr amount of tractos/trucks would.be a very large gap between pickup and delivery, leading to more trucks needed for the same thruput.

Trucks have an advantage of being far easier to setup initially, but have a much greater variable in terms of trip length, due to terrain, getting off track or stopped and teleporting back up.

In addition, because trains are flat electric, it's leas logistics to get started

charred oxide
#

I think you're overstating the unreliability of trucks and tractors
when they are beyond a certain range they no longer render physics and simply go on their route at a pre-determined speed based on the recorded nodes

hexed crater
#

I think the main issue with trucks is you have to take the time to record the paths yourself, while trains can just pathfind on their own. + you have to sort out the fuel. But I think both are pretty viable and it kinda comes down to what you prefer aesthetically.

oblique notch
oblique notch
charred oxide
oblique notch
#

Its advantageous of trains thst if you tie into an existing network of tracks its easier to set up a new route as you don't have to trace the entire route, just part of it

charred oxide
#

Yea
but also I don't even use trucks for effeciency here
I just use them becuaes I like to
I will build highways for them
AKA defeat the point by building roads for them like one does tracks for trains lol

hexed crater
#

As I understand there was a time where if a vehicle got stuck you have to like go and fix it yourself. However now if they get stuck they kinda noclip/phase back onto the path. So I think Trucks/Tractors are a bit stuck with their bad reputation from a few patches ago.

noble current
#

Am I correct to assume, that those numbers are only obtainable through overflowing the pipe network and the fluid can't really be balanced between those 3 pipes?

wind spade
#

you can't ever balance pipes

#

pipes are not belts

charred oxide
oblique notch
#

Overall it's always made sense to me that belts are inner factory, trucks are "on campus" if you will and generally inside a given biome, and trains are for multi biome tra sport, with drones for one offs and weird edge case support

charred oxide
#

and it will equate out

charred oxide
oblique notch
# noble current Am I correct to assume, that those numbers are only obtainable through overflowi...

Belts are items first in first out - if you take an item off, then you have to wait for thr next if another machine needs it.

Pipes are flow. If machine a needs 5m3 of flow a min then you'll see 5m3 of flow in Pipes before it. If you add a second machine to the same pipe, between machine a and b you'll see 5m3 of flow, before the first you'll now see 10m3.

As opposed to belts where you end up with a gap in items between machine a and b and thst can result in the machine waiting for an item

noble timber
charred oxide
#

yea perhaps not
less hassle to set up since you can rely on getting 100% of both inputs with out delay issues.

noble current
charred oxide
# noble current wait so it's better not to queue refineries onto a single pipe?

Maybe they just explained it weird, but as long as you're not dealing with a situation where you have buildings with multiple outputs to be accounted for
like you are here in this specific case
you can just
manifold it and have the 1 pipe feed into every thing with no extra steps to ensure flow is diverted correctly.

noble current
charred oxide
#

no you were specifically asking about the Crude oil step
The Extractor only has 1 output

oblique notch
hexed crater
#

One other advantage that trains have

charred oxide
#

Setp 2, the refineries
Well
in each instance the liquids and solids go into separate directions and only into a singular other item.
So no extra steps there eitehr

oblique notch
#

there is no balancing pipes like there is belts. You just plug machines into a pipe until it reaches just shy of 600m3 of required input a min, then start a new pipe

hexed crater
#

One other advantage that trains have is that if you set the option in the timetable to wait for completely full/empty it will not consume power while sitting in the station waiting to be ready to load

#

clarification the locomotives will consume power but the freight platform wont

#

whereas if you want to optimise a truck you have to park it somewhere and manually set the length of the pause to whatever makes sense

charred oxide
hexed crater
#

erm

#

it does this thing where the last stack isn;t actually complete

#

which is quite annoying

#

that might be what you mean

#

so you'll get a train which isn't quite full

charred oxide
#

I wouldn't know I've never used it on that assumption
plus I don't 100% see the point since trains use less power under less strain as is

#

but like
There's a use for every thing so

limber palm
#

Assuming this is the right channel to discuss this... I thought about making a spreadsheet recently, I saw at least one other doing something similar, but I like doing stuff on my own, and from what I remember I didn't like the other one that much. I wanted something to get a general idea of a play through before I start essentially. Meaning I want to set an amount of things I want, and for it to let me know if that is possible with the amount of resources. This current version started I think yesterday or the day before, and I think it's pretty close to useable, I'm still working on it though, and was wondering if any of you have ideas to make it better, or maybe if you see something I messed up, 4 eyes are better than 2 eyes I guess πŸ™‚, and I am aware of the online calculators, but I'm not really a fan either.

still brook
#

What is the sheet actually showing?

limber palm
#

The H column is to be edited with what you want, for instance 50 nuclear pasta, then it will automatically calculate everything back to the ore. Or that is the goal, in which it does mostly right now.

limber palm
#

Aren't the same as in game tiers, the tiers work as the following tier processes something from the last tier essentially

fierce cypress
#

How are you doing alts?

fierce cypress
limber palm
#

At it's current state it only allows for one alt, and it can't be changed automatically

fierce cypress
#

Thats a major downside imo

still brook
#

depending on what you're doing, not everyone wants to compare using one alt vs another

limber palm
#

The alts were just selected by what I felt my world should be, at the moment im not really planning on others to use it, if people want that then sure, but it wasnt a priority for me at the moment

fierce cypress
#

i haven't checked the maths but assuming its all right then it seems fine

still brook
tacit cloud
#

Anyone wanna do multiplayer rn?

shadow prairieBOT
#

Hello there totally awesome user! You can checkout #looking-for-group-old and check the pins on how to find folks to play with. <3

fierce cypress
limber palm
#

I just like doing stuff on my own, yes it's more work, but I find it fun, either way is fine πŸ™‚

still brook
fierce cypress
still brook
#

Oh right sorry, missed the quote!

#

wait what, there is OC config....

fierce cypress
limber palm
#

I just don't like the setup of them, I prefer spreadsheets

fierce cypress
#

It could be interesting to make a spreadsheet version that you can use for any factory - selecting alts etc. idk if its possible but could be fun to try

limber palm
#

Granted I wasn't planning on it, and I'm not the best when it comes to spreadsheets, but I have some ideas I guess, might mess around with it at a later time

still brook
fierce cypress
#

idk if im allowed to post the link here simon_smile

#

but you can find it top right of the site - under the community tab

still brook
#

Easy, found it thanks!

wind spade
wind spade
limber palm
# wind spade out of curiosity, is there anything specific you don't like? any feedback is app...

It's not anything you should change, it's just my preference of how things are layed out. Your website works great for most people I would be willing to bet, and it even would for me, it's just I would rather be looking at a spreadsheet where I can make things be where I want on the same sheet, instead of having different tabs. It's really just preference, and also spreadsheets are fun to learn πŸ˜„

wind spade
#

that's fair. fyi in my tools you don't need to have things in different browser tabs, I have tabs in the tools directly πŸ˜‰

#

(and you can also put everything in one production line)

oblique notch
#

and a spreed sheet like view on other tabs in the viewing section)

cinder silo
wind spade
#

since if you modify things in one browser tab and then in other browser tab, the second modification overwrites the first one

cinder silo
#

Lessons I learned while getting my nukes planned, it caused some chaos before I figured my mistake.

#

Happened after I swapped from calculator to tools for production planning.

limber palm
#

Sorry I didn't mean actual browser tabs πŸ˜„
The equivalent of what Im saying would be like adding a new sheet to an already existing sheet to seperate things, yes probably more neat, but not my type.

wind spade
#

yeah, again, nobody forces you to do that, you can put all your production in one place πŸ™‚

limber palm
#

Hm, I must have skipped over that ability somehow, thanks

fierce cypress
tropic hawk
tropic hawk
steel elk
#

does this recipe still work

tropic hawk
#

Yes

#

They confirmed this recipe is still in, and the only reason beacons are still a thing

steel elk
#

probably don't want to re-set up infrastructure for that though if they remove beacons

#

i'll go with the other way

tropic hawk
#

The way I figure it, they won't remove it without a ton of notice so you can change your factories accordingly. But to each their own

steel elk
#

but like 9.6 250% manufacturers*3.5 (uranium deposits)

#

too much work honestly

tropic hawk
steel elk
#

no

#

setting it up and i have currently enough of everything for 1 normal uranium deposit

#

and plenty of space for more

tropic hawk
#

A full 252 with waste processing is a 200 hr build easy.

steel elk
#

how many freight carts should i put on the train? 2640 caterium/min and the red dot is where i need it

steel elk
#

thankies

fierce cypress
#

Throughput = Items/min of what you are moving - 2640
Round Trip Duration = The time (in minutes [1min 30 seconds = 1.5, etc]) that it takes to complete a full trip
Stack Size = The stack size of the item you are moving - 100 for caterium

median heath
#

Sorry, ghost ping.

#

My first impression was that equation is wrong.
I gave myself a chance to reread it and yup, still wrong.

#

Needs to be removed from the wiki tbh.

fierce cypress
#

simon_smile Tell the wiki - not me πŸ˜›

median heath
#

I have πŸ™ƒ

fierce cypress
#

Hows it wrong out of curiosity?

median heath
#

Amount of Carriages is simply Desired Throughput / Throughput per Carriage

#

Throughput per Carriage is a whole different set of equations where you find things like stack size and round trip duration.

fierce cypress
#

Whats the equation for throughput/carriage?

median heath
#

Those are the ones I wrote that are further down on the page.

#

Throughput Equations: (1560 is used because it is the max of x2 mk5 belts, and all Times are in minutes.)

First you need TimeToFill. Which is reliant on Cargo Stack Size and Car Capacity.

TtF = (StackSize * Car Capacity) / 1560

If TtF >= RtD (Round Trip Duration)
Throughput = ((RtD - 0.45133_) / RtD) * 1560

If TtF < RtD
Throughput = (TtF / RtD) * 1560

#

Solve that, then take your max per car and just Desired / Max = How many cars you need.

fierce cypress
#

And that's assuming balanced amount in each carriage?

median heath
#

Moreso it assumes max amount per carriage as any remainder wouldn't be a balanced amount and just "last car has the excess."

fierce cypress
#

so overflow through the carts

median heath
#

If you wanted a balanced amount, or are locking the amount any car has to less than max, the original equation is still wrong.